Okay maybe the 'shops gave a bad impression, like I had this all thought out. It's more of a early concept that I was hoping could spur some imagination as much as evaluation.
So the best I can do is still explore the idea, see if there's merit, and try to add the fruits of that to this, the harshest of living design documents.
DEFINITIONS:
Temporal Support - The level of support each game has for "4D Features," or use of the rewind/fast forward features of the console/OS/framework.
Function
Recordable - Games record gameplay history while played, that can be reviewed, edited, mixed, and shared. Pause and rewind functions may not be available at all times during gameplay, particularly during online games. Record history may be limited to a specific length of time or individual rounds or matches of gameplay.
or
Rewritable - Games permit forward Play movement through time from a rewind point "rewriting," or creating a new gameplay history and set of choices. Existing gameplay history can be reviewed, edited, mixed, and shared. Rewrite function can take different forms:
Form
Open - All points in time are available for pausing, stopping, rewinding, and fast-forwarding throughout full gameplay history. Rewriting is available from any moment in time in past gameplay, at which point (obviously) fast-forwarding is no longer available in the new timeline until it is laid down.
or
Structured - All points in time are available for pausing, stopping, rewinding, and fast-forwarding throughout full gameplay and cutscene history. Limited "choice points" in history, indicated clearly in the UI while accessing temporal controls, allow progression into a new history of gameplay. This accomodates skipping cutscenes and non-interactive or non-significant gameplay sections, and the choice points can be visually mapped, and directly skipped among, in the UI for these titles.
or
Mixed - Full pausing, stopping, rewinding, and fast-forwarding support. Games with segments of mixed gameplay styles may operate in Open or Sturctured mode at different times, with real-time, arcade, and reflex-based gameplay segments supporting Rewrite at any time, while conversational, navigational, or other segments present Structured Temporal navigation..
USE CASE:
"The Walking Dead"
Rewritable - Mixed
Adventure games like The Walking Dead from Telltale, with consequential choices, are a logical fit for the platform. A Walking Dead game on the platform could use the built-in UI for the functions of tracking and representing choice points in the story, currently indicated in-game with prompts of "So-and-so will remember that." These prompts could use UI system notification nomenclature, and a player can turn them on and off as needed as with achievement notifications. Though I would think if you could achieve some consistency with notification behavior you could relax consistency with color, graphics, sound, etc. and let that vary per game.
Being able to rewind to any significant decision without complete replaying of chapters or from save points will ease that process for players and Telltale, as the behavior is standard and a no-brainer across games. It will stimulate players to explore different choices. Yet The Walking Dead will still ensure that choices have real-to-the-player consequences by ensuring the decisions can fester and/or pay off well after they are made.
It will also ensure immediate consequences with far-reaching implications that will also mean a good deal of skipping back or rewinding to undo. In the beginning of The Walking Dead, the player must choose one of two characters with which to ally himself. Depending on the choice, the rest of the game will be set in the city of Atlanta or in the surrounding countryside. Halfway through the countryside storyline, the player can set out to sea on an ill-fated voyage using a discovered sailboat. Alternate settings and storylines like these can vary in length, and in The Walking Dead for this new platform, some storylines are shorter and some are longer. This offsets additional development costs of the varying story and settings, as does the standardized structure for all the meta (temporal) functions of the game.
For The Walking Dead, the rewind/pause anytime function is a great boon to players who otherwise would find themselves playing with subtitles to ensure they didn't miss any dialog, due to an accent in the voice acting or a distraction. The "Previously on The Walking Dead" segment for each episode would be informed directly by the stored play data of previous chapters, replaying even navigational or arcade section performance exactly as part of the highlight reel. Your game is your game in all ways.
But the ease of rewinding and rewriting history will also bring back "Early The End" nature of the old Choose Your Own Adventure books, allowing you in The Walking Dead to tell Leroy he's a big psycho at the wrong moment and have him shoot you down. Ha ha no big whoop, skip back that choice and try it again. Let's face it. We all have the option of quitting out of the game, reloading it, and trying the conversation again, if the time limit made us hit the wrong thing. If you don't want to play like that, don't hit rewind. But don't expect The Walking Dead to remain so predictable that a simple conversation choice can't have immediate deadly consequences.
Speaking of deadly consequences, how would the arcade seqments of The Walking Dead hit you if you never had to replay any more than a few seconds by missing them. What is the consequence of "messing up" during gameplay? A selected length of the player's time is forfeit, enough for them to reach that section and try again. So what is the real harm of lessening that time, and giving the player control of it?
In Structured Mode, even in action and arcade gameplay, I suppose you could establish the choice points in much the same way checkpoints are now, manually. Alternatively, require at least :xx seconds or rewind before rewrite becomes available again, if the rise and fall of repeatedly gameplay vs. player time is the consequence loop you must establish for a player in your game.
But for The Walking Dead, I have placed the title at Mixed mode because the arcade gameplay segment of The Walkind Dead and the like can sure as hell be done in Open mode allowing full rewind and rewrite. In The Walking Dead players will of course make mistakes and die, but special extra care is given to a large variety of gruesome zombie death animations in each scenario. If a player dies, the environment being less consequential to their time allows them to return to that challenge quickly, after watching and enjoying the unique death animation. The experience stays fun and positive for the player. No one played Dragon's Lair for the gameplay; they played it partly to see Dirk's death animations, but that fun is lost when your adult time is at stake. Once a player sees a repeat death animation, they then skip it, hitting that rewind button as soon as they can. If need be, the gameplay loop to beat that moment of challenge is honed to a few seconds, repeated over and over until beaten.
Right now, having tried for months to get her to play it, I have to sit down some time and do the arcade gameplay segments for my wife to get her past them in Season 1 of The Walking Dead. Mystical future Walking Dead on this platform rarely gets put down and given up on due to player frustration with difficulty spikes. 4D platform Walking Dead is pulling in more players without changing the fundamental nature of the gameplay--just changing the fundamental nature of all the peripheral gameplay contrivances that waste the time of both developers and gamers.
If you needed a nice custom gameplay engine/OS integration to make this happen, well then you might stand a pretty good chance of getting Telltale on a new engine, too. So, there's that.
Okay so that's one use case argument. I call dibs on Pikmin 4D (Rewritable - Open) for an upcoming post. I'm not sure any of us are Nintendo enough to come up with Super Mario 4D World (Rewritable - Open) which would have to be the brillant Braid-like Mario-does-it-even-better where gameplay elements defy the mechanic and other stuff only Ninty can get away with.
I could use someone like Flak to list some points for a Black Ops 4D (Recordable) use case, mostly about what you'd want out of recording gameplay footage for replay and edit and, presumably, eventually Reddit.
Thanks if you read this. Also trying lately to kind of reawaken the writer/thinker inside. But I would totally buy this Nintendo console in my head you guys.